154 lines
5.5 KiB
Markdown
154 lines
5.5 KiB
Markdown
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---
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title: RDG Debug笔记
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date: 2025-06-14 15:44:47
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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- [UE5 Render Dependency Graph-实用指南](https://zhuanlan.zhihu.com/p/637889120)
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# Command
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- r.rdg
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- AsyncCompute
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- BreakPoint
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## Reference
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```c++
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FAutoConsoleVariableRef CVarRDGDebug(
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TEXT("r.RDG.Debug"),
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GRDGDebug,
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TEXT("Allow to output warnings for inefficiencies found during wiring and execution of the passes.\n")
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TEXT(" 0: disabled;\n")
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TEXT(" 1: emit warning once (default);\n")
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TEXT(" 2: emit warning everytime issue is detected."),
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ECVF_RenderThreadSafe);
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FAutoConsoleVariableRef CVarRDGClobberResources(
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TEXT("r.RDG.ClobberResources"),
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GRDGClobberResources,
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TEXT("Clears all render targets and texture / buffer UAVs with the requested clear color at allocation time. Useful for debugging.\n")
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TEXT(" 0:off (default);\n")
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TEXT(" 1: 1000 on RGBA channels;\n")
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TEXT(" 2: NaN on RGBA channels;\n")
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TEXT(" 3: +INFINITY on RGBA channels.\n"),
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ECVF_Cheat | ECVF_RenderThreadSafe);
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FAutoConsoleVariableRef CVarRDGOverlapUAVs(
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TEXT("r.RDG.OverlapUAVs"), GRDGOverlapUAVs,
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TEXT("RDG will overlap UAV work when requested; if disabled, UAV barriers are always inserted."),
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ECVF_RenderThreadSafe);
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FAutoConsoleVariableRef CVarRDGTransitionLog(
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TEXT("r.RDG.TransitionLog"), GRDGTransitionLog,
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TEXT("Logs resource transitions to the console.\n")
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TEXT(" 0: disabled(default);\n")
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TEXT(">0: enabled for N frames;\n")
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TEXT("<0: enabled;\n"),
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ECVF_RenderThreadSafe);
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TAutoConsoleVariable<FString> CVarRDGDebugPassFilter(
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TEXT("r.RDG.Debug.PassFilter"), TEXT(""),
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TEXT("Filters certain debug events to specific passes. Set to 'None' to reset.\n"),
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ECVF_Default);
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TAutoConsoleVariable<FString> CVarRDGDebugResourceFilter(
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TEXT("r.RDG.Debug.ResourceFilter"), TEXT(""),
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TEXT("Filters certain debug events to a specific resource. Set to 'None' to reset.\n"),
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ECVF_Default);
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FAutoConsoleVariableRef CVarRDGParallelSetup(
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TEXT("r.RDG.ParallelSetup"), GRDGParallelSetup,
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TEXT("RDG will setup passes in parallel when prompted by calls to FRDGBuilder::FlushSetupQueue.")
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TEXT(" 0: pass setup is done synchronously in AddPass;")
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TEXT(" 1: pass setup is done asynchronously (default);"),
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ECVF_RenderThreadSafe);
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```
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# Visualize Texture Integration
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**vis**
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使用vis指令,可以打印vis指令帮助信息,以及当前帧使用到的所有的资源信息
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![[RDG_Vis.jpg|1200]]
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**vis [RT Name]**
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使用vis [RT Name]可以实时预览当前RT的内容,在调试渲染特性的时候可以很方便的Debug
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![[RDG_Vis_RTName.jpg|800]]
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**vis [RT Name] bump**
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打印当前RT到Saved/Screenshots
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**vis off**
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关闭当前帧的debug模式
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# r.RDG.ImmediateMode
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将RDG设置成理解执行模式,方便进行资源绑定Debug以及断点。
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- RDG立即执行模式:
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- 立刻执行Pass在其被添加的时候
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- 产生和延后执行时一样的功能
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- 如果打断点,会非常容易检查其创建的代码
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- 由于这个原因,所以不能在AddPass后再去更改Pass参数
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- 可以利用r.RDG.ImmediateMode在运行时切换
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- 会消耗更多的内存,可以考虑使用r.Test.SecondaryUpscaleOverride运行在低分辨率下。(r.Test.SecondaryUpscaleOverride 设置的参数越大越模糊)
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![[RDG_Immediate.png|800]]
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- **r.RDG.ImmediateMode 1** / -rdgimmediate : 去除RDG的影响
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- **r.RHICmdBypass 1** :去除RHI和并行渲染的影响
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- r.RDG.ParallelExecute=0
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- r.RDG.ParallelSetup=0
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## RDG Async Compute
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1.直接设置ComputePassFlags为ERDGPassFlags::AsyncCompute,剩下的工作交给RDG自动判断和设置
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```c++
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ERDGPassFlags ComputePassFlags = (GSupportsEfficientAsyncCompute && CVarTSRAsyncCompute.GetValueOnRenderThread() != 0) ? ERDGPassFlags::AsyncCompute : ERDGPassFlags::Compute;
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TShaderMapRef<FTSRClearPrevTexturesCS> ComputeShader(View.ShaderMap);
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FComputeShaderUtils::AddPass(
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GraphBuilder,
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RDG_EVENT_NAME("TSR ClearPrevTextures %dx%d", InputRect.Width(), InputRect.Height()),
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ComputePassFlags,
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ComputeShader,
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PassParameters,
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FComputeShaderUtils::GetGroupCount(InputRect.Size(), 8 * 2));
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```
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2.在Render层调整Pass顺序,为RDG提供更多Async Compute Overlap的可能性
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# ValidateShaderParameters
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ValidateShaderParameters()可以检测RDG绑定的资源是否都存在。
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# -rdgdebug
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`r.RDG.Debug = 1`来开启。
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# RDG Insight
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开启RDG Insight Plugin之后即可在UnrealInsight看到额外添加RDG Channel。
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命令行启动游戏:
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`Game.exe -trace=rdg,defaults`
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# DumpGPU
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使用DumpGPU指令可以将当前帧的所有Pass和资源信息打印,可以很方便的进行查看。
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在Console中输入DumpGPU指令,会弹出生成好的html文件:
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执行OpenGPUDumpViewer.bat打开网页,默认只支持chrome浏览器,可以通过修改脚本调用别的浏览器:
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可以看到各个Pass的信息:
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显示当前帧所有CVar的值:
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比较像素的值:
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